klatremus on 19/12/2020 at 00:06
Game:
Thief 1FM:
The Burning Bedlam (TDP20AC)
Ghost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
FailedPerfect Supreme -
FailedTime - 2:08:57
Loot - 4137/4137 (Supreme: 3457)
Pockets Picked - 1/3??
Locks Picked - 13
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 1
Consumables - None
See the entire report with screenshots (
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam.htm) here!
YouTube Let's Play (
https://youtu.be/WHwDddNEqAI) here!
Loot list (
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_L.htm) here!
Comments:A very nice and surprising first entry by Phantom. I don't play straight up undead missions too often, but if well-made, it effortlessly tenses the atmosphere. Although the mission in principle is quite linear, Phantom does a good job at camouflaging it by looping certain parts of the mission together in clever ways. Linearity is helpful in guiding the player in a certain direction, but could risk removing a player's freedom of choice. Luckily, this mission strikes just the right balance. I will be looking for upcoming releases by Phantom with great anticipation. :)
To settle a debt with my fence Adolpho, I had agreed to find his brother Araphin's perished body in an old, hammerite asylum set in the Old Quarter. I also had to find and break into a weapons armory, before locating the asylum from a set of mines to the east. Lastly, I was to escape with Araphin's corpse via a drain into the canal, meeting Adolpho on the other side.
The MinesThe first problem came by the entrance to the mines. I had to use the power station key to open the gates, which was necessary in order to proceed. The key needed to be returned, but the gates also had to be reshut. There were two possible solutions. The easiest way was to block one of the gates with a crate. There was an old crate in one of the halls to the closest mine. That did the job perfectly (see image below). I could (with a bit of wiggling) squeeze through and bring the crate along as I left. This had to be done after visiting the armory though, otherwise you were locked out. The other option was to utilize the sewage canal gates from the control room. One of the underwater gates led back to the starting cave, which made it possible (with some back and forth) to leave the power station key at the smithy's without ever touching the crate in the mines. Whichever method rocks your boat. I chose the crate option.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image001.jpgIn the control station itself another big problem arose. A zombie had a very small patrol route in and out of a room with two locked, but pickable chests, both containing loot (see image below). It pivoted at each end of the route, normally turning right. Once in a while (I'd say about 25% of the time) it turned left instead. It also did a very strange spin a second or so after starting to walk south. It wasn't really a turn, but instead an immediate flip in its facing angle. To me it seemed like it got snagged on one of the tables, and the flip was the engine's solution to fixing it. The peculiar thing was it happened every single time. Usually it just flipped west and then turned to head back south. Other times it would do a complete 180 and face north, before resuming its regular patrol southward. If I followed it north, snuck past it on its left when it turned around, then I could hide in the northeast corner just behind the table. Usually I was safe even from the aforementioned flip. From here I tried picking the lock as the zombie was at its southernmost point in the patrol. Alas, it gave a growl picking either chest this way. This of course meant the two pieces of loot in here couldn't be taken for Supreme and had to be skipped. For regular Ghost I could use a slightly different method. I waited around the corner of the doorway to the control room, monitoring the zombie as it patrolled ((
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image003.jpg) see image). As soon as it turned, I rushed out and picked part of the first lock. I needed to scoot out of sight again before the zombie pivoted and started heading back south. I couldn't use my lockpicks for long each patrol cycle, but it was quite reliable once I got the method down, and didn't require hardly any reloads. I needed 8 rounds to get the nugget, and 6 rounds for the vase.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image002.jpgThe rest of the mines were pretty easy. Dodging the three zombies on gravel was the biggest problem. Returned the armory key to the drain pipe after use. Managed to close the hatch and mantle up before it locked up. Remembered to go back to the sewer control room to reset the switches to their original configuration. The gate leading to the bridge would now open. I assume it was the matron ghost's doing. The lights in that mine shaft also changed for the brighter, before they finally shut off completely. It sounded like a generator went out somewhere. Although the lights went off, that did not bust Supreme. I was forced in this direction and it seemed like a natural part of the storyline. I suspected the matron was behind it anyhow.
I dropped directly into the water at the big bridge area. Water will break your fall and avoid damage, no matter the height. Two pieces of loot down there. The purse behind the zombie was super difficult to see ((
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image004.jpg) see image). It was the final piece I found on my first playthrough. I had to lower myself into the water slowly from the sloping rocks, in order to avoid the alert from the nearby zombie.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image005.jpgThe AsylumI loved the foundry. A good balance of enemies, metal floors and shade. The southern chute took me to a dead end past a large vat. That is, I could break a boarded up shaft holding a purse (see image above), but that is property damage and against Ghost rules. Instead I found a safe route up to the foundry assembly line and north into the control rooms (see image below). The stationary zombie by the vats below heard the slightest misstep, so I had to go slower than usual. If I had been able to mantle up the walkway with the haunt and the dead thief, then I could've skipped picking the lock to the elevator shaft from the control room. I thought I had a shot once I managed to mantle the tower-like electrical device west of the assembly line. But even though I was high enough, the walkway fence wasn't possible to mantle. It had a railing that was separate from the walkway's floor, and that might have had something to do with it. I do try to avoid picking locks if possible, but I couldn't avoid the elevator lock.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image006.jpgThe basement was uneventful. The wandering zombie had an unpredictable route, and I think it alerted to the hammerite priest over by the lava pool. It went to hunt mode once when I was far away in complete darkness at least. It gave several growls too at random times, so they were probably set as enemies in Dromed. One end of the metal pipe took me to a chute that I'm not sure whether you're supposed to be able to mantle up. I found a rather small sweet spot where I didn't even need to jump, I could just mantle straight up. At the top was a water reservoir with three dead bodies and a ring. Creepy place that.
Back down I had a terrible time getting onto the elevator without alerting the zombie. I couldn't avoid the big clang for some reason. I ended up having to click the button and then quickly strafe onto the lift platform as it rose. Weird.
On my way up I entered a hidden passageway between levels 2 and 3. It took me to two different areas, one of which was the walkway with the patrolling haunt back at the foundry. I needed to get to the other side to steal a purse from a dead thief there. The haunt patrolled continuously and could pivot at random points, but it was difficult to detect a specific pattern. Both the walkway and railings were metal, so I couldn't move fast, wherever I went. I tried the railing first and it worked well until I got about 40% across. The middle part was lit up from the lamps below. The south side was darker than the north, but it still wasn't dark enough to prevent a gasp from the haunt as he passed. Next I tried following him across the ground walkway, hoping he wouldn't turn before reaching the end. This worked, but I couldn't move fast enough to get out of the brighter middle area in time. That's when I realized the south side of the main walkway was dark all the way across (see image below). It was only a thin section very close to the railing, but it was possible to move concealed like this all the way to the east end. The lighting on the floor was a bit misleading, as it seemed like the middle section was bright all across. Used the same method going west, but I could also have dropped over the edge and taken the long route back, if so desired.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image007.jpgLevel 4 was the kitchen and barracks. A very cleverly hidden goblet was on a ledge in the ceiling above a collapsed bridge ((
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image008.jpg) see image). It was where I had seen the matron from the opposite side earlier. I managed to grab the rope as I leapt back onto the west side.
The dining area had only one thing worth noting. As I entered the kitchen, the gates to the cafeteria slammed shut behind me. The intended way to leave was to drop down a deep chute to the north, plunging into the water reservoir I had visited earlier. I could lean through the gate and flip the lever from the inside however, but I'm not sure if this is considered an engine exploit. In case it was, I looked for a way to avoid the gates closing altogether. The trigger was an invisible line in the kitchen doorway, but there was another way in. Entering via a small access panel to the northwest did not trigger the gates. The only way to keep them open was to climb the counter on the west side of the room (see image below). I could get all the items in the kitchen this way. Left the same way I came.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image009.jpgThe top floor looked more intimidating than it was. If I went slow, most places kept me concealed. The two balconies upstairs were a bit tricky to get to, but nothing too bad. I needed to get to the high priest chamber first, to obtain the observation room key. In order to get there I had to pass a stationary haunt overlooking an obliterated staircase below. The two candlesticks on the railing in front of the haunt could just be taken without any alerts, but there wasn't much in it (see image below). I traversed the ceiling beam to get to the (dead) high priest. His readable gave me a bit more insight on what was going on. I could drop to the pit with the matron's body on my way back. Her office provided incriminating information about her diabolical involvement in these unfortunate events.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image010.jpgThe observation floor was tense, but unproblematic in terms of ghosting. The inmates did alert, so I had to use the shadow lines in the prison to open the respective cells. After getting the treatment room key, I could mantle back up to cell 5 or ascend the alternate ladder to the south. When climbing the ladder, I could turn the handle to close the gate behind me. Brother Thomas from cell 12 had moved to the hallway closer to the entrance when leaving, but he was no issue to sneak around.
Treatment RoomWent all the way back to the high priest room, picking up the last pieces of loot from the asylum. The problem now was that the treatment room gate needed to be relocked for Supreme, along with the returning of the key. Both were mandated by rule #7. The biggest issue was that gates can't be frobbed after the locking mechanism is operated, so you can't lock-block them like you can regular doors. The only way to do it was to find something to physically prevent the gate from closing. That way, once that item was removed, the gate would close behind me. However, that item would also need to be returned then, following the same Supreme rule. Once descending the elevator, there was no way to return, and there were no objects down there to block the gate with anyway. The closest items were in the high priest's office. Had I carried an applicable inventory item from the start of the mission, the case would be solved, but I didn't. Adolpho's notes were the only likely item, but those weren't droppable. The solution instead fell on the fruit tray from the high priest's desk (see image below). It could be placed at the foot of the gate while I went back to return both the matron's key and the treatment room key. And so I did.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image011.jpgTraversing across the beam above the broken stairs for the last time, I realized retrieving the rope arrow was problematic. Not only did I have to avoid taking damage during the fall, but I also had to avoid a first alert from the haunt to the south. It was a big drop, even though you can grab the arrow a fair bit down the rope. I definitely had to do it in the northwest corner, as the statue here would break the fall. The statue in the other corner had crumbled. The rope had to be shot so it stuck down vertically from the top beam, in order to be reachable from the lowest possible point. The best way to do this was to descend and shoot a second rope up from below, though it can be done from the edge of the beam up top as well. I ended up taking a second rope arrow for Supreme for this move, although it is strictly speaking not necessary. I didn't count it as a bust, since I did end up using both. From the rope I looked straight up, jumped and immediately grabbed the rope in the air, landing in the corner on top of the statue (see image below). If I took damage, I reloaded and inched down ever so little on the rope, and tried again. It was hit or miss whether the haunt first alerted. Eventually I found the sweet spot and got it Supreme clean. Nice!
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image012.jpgBack by the treatment room elevator, I had to return the tray used earlier. As soon as I took it, the gate closed, and even if I was in the way it wouldn't stop. I threw the tray into the right side of the statue's head close to the desk. With some precision, it would bounce off the statue and land around the corner. Testing it a few times, I never got it to land on the actual desk, only a foot or two away on the floor. Once, it landed by the foot of the chair, in line with the edge of the desk. Since I had to get onto the elevator quickly, I couldn't check how close the actual throw ended up being. I counted it as a Supreme bust, albeit a small one.
The next problem came in the lava cave with the matron. I had to take the rosary in order to get out of there. Getting onto the big island wasn't that tough, and I could sneak around to the left unseen. She gave off apparition-like sounds, and in all my years of playing Thief, I have yet to determine clear first alerts from this sound set; I doubt they even have them. I tried from every direction to lean forward and grab the rosary without her attacking me, but that was not possible. I ended up pushing her forward to about 3-4 feet away from the pedestal (see image above). That is allowed as a last resort for Ghost, and this definitely was a last resort. It is not allowed for Supreme though, so that mode unfortunately busted.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image013.jpgThe treatment room setup was strange. There were four chambers with haunts, one of who was dead. The other three could be opened with an outside lever, which triggered the haunts to start patrolling. If I operated the lever again, they would stop instantly. I could manipulate their patrol route position like this. The only haunt of interest was the one in the northwest chamber. It had the sewer key on its belt, which I needed to escape. However, I also needed to return it on my way out. The sewer panel (like the gate from earlier) couldn't be lock blocked, and since it used a horizontal sliding mechanism to open and close, there was no way to stop it from closing at all. Following Supreme rule #7, keys have to dropped “back on the original patrol route”. But what if an enemy is involved in a fight that causes it to deviate from its patrol path? I assume it means you then can drop the key anywhere the enemy was located during the fight. The point of the rule is that it should be possible for the enemy to have dropped the key on accident. In fact, it should be more likely to get dropped during a fight compared to just walking around. I knew a fight would ensue once unlocking the chest with Araphin's remains. All the haunts would be let loose, with the matron and her minions spawning instantly. If I manipulated the haunt's patrol to stop in the hallway close to the chest, it would spot its enemies and run to fight directly over the sewer hatch. This meant once the fight was done, I could drop the key by the hatch and not bust Supreme in the process. That was the plan. And that is what happened. The haunt in question was lured over to the matron, passing over the hatch (see image below). I wasn't out of the woods yet, though. First, the two craymen had to die. The haunts downed them quite easily. Secondly, although the matron always won (she was seemingly invincible), I couldn't let her knock out either of the zombies too close to the sewer hatch. They wouldn't actually die, but rather enter a sleeping zombie state. If I tried to climb down the sewer hatch then, they would give a first alert growl. The matron's attack was shooting air elementals. They wouldn't hurt the sleeping zombies at all, so she kept attacking indefinitely, being the only one still standing. Luckily, she seemed completely oblivious to my presence, enough for me to sneak out unnoticed. Locking the hatch and dropping the key while plunging into the canal was tougher than it sounds, but I got it in the end.
Inline Image:
http://www.klatremus.org/TDP20AC/TDP20AC_BurningBedlam_files/image014.jpgEmerging from the sewers the mission ended within a few seconds. What I assume to be Adolpho and a mysterious ghostly figure were waiting for me.
Really enjoyed this one!
Notes- Skipped a vase worth 500 and a gold nugget worth 180 in two pickable footlockers in the sewer control room for Supreme. The patrolling zombie first alerted to the lockpicks.
- Didn't return the tray used to block the treatment room gate to its original position. I tossed it back towards the high priest's desk, but it probably landed a few feet away. Small Supreme bust.
- Had to nudge the matron forward some in order to avoid the bust when taking the rosary. Supreme bust, but allowed as a last resort for Ghost.
- The body discovered was during the last fight between the matron and the hammer haunts. No bust.
Galaer on 20/12/2020 at 21:15
BAD HANGOVER
This mission uses Thief 3 city map just like Pestis Cruenta. There are just few major differences. First we are dealing with zombies instead of plagued people that move like zombies. There is really flood of zombies. Usually small areas of city are patrolled by 6 zombies. That's a lot. There is also storm. Lightning rarely makes are visible, but it stuns zombies. Stunned zombies can still see us though. Also few times in this run zombies can randomly go into search mode from sound of lightning. Usually when that happened I was just loading previous save. Also lightning has really loud sound, so I deleted this loud sound, because ghost run will be long and there will be a lot of waiting. I still can hear when lightning appears on screen. There is also another glitch that can happen. Sometimes light in area can glitch and it will look like there is giant light bulb lighting the floor. In other words both walls and ground will be white from light. To fix that simply turn in other direction and save/load. There is some helpful equipment. I have water arrows and neurotoxin arrows. New arrows act as gas arrows, but can kill zombies too, so be careful when using them. Also I made mistake in my test run and didn't make notes were food items are. To complete mission I need at least 14 food items. In final area you can get blocked from rest of the mission. You need to have at least 12 food items for it.
FIRST AREA
In Hotel you start don't read book, it wakes up zombie and put him into search mode. After using Coil on Stonemarket Gate you must activate power. This makes explosion which can kill zombies and will 2nd alert zombies near fountain and in Stonemarket (ghost bust #1). So after using power switch, quickly hide in full shadow that is under ladder. Otherwise you may get spotted by alerted zombies.
STONEMARKET
First go to Tavern via alley on the right. On 2nd floor noble has a key for Bookstore. Then go to window and make hard jump to wooden railing. Here behind bed is Steel Plate. Now you need to go down and douse torch at the bottom of stairs. Go to the passage. Now you must rope up and get to high window. There is dark place on ledge. In window is located another key. Then drop down and walk through passage.
Now you must go to the top of wooden stairs and mantle on wall. Shoot rope arrow into left side of wooden balcony and go to it. Jump to left stone gargoyle, then go to right gargoyle and on ledge. Jump to opposite building and you will find above elevator. Crouch and strafe run to double door. Inside in chest is Detonator. Fall down and walk around right wall back to start of this area.
Return to 1st area and grab invisibility potion and book from Bookstore. Then go to tower in area with 3 zombies. Inside is Trigger Core. I'm skipping triggering 4 weapon stashes optional objective, because one of them is in storage protected by 6 zombies walking in very small, well lighten area on metal floor. Return to Stonemarket and go through right alley to Proper Stonemarket. Here douse torches and rope up to balcony above. It's Jacks. Here is lever that disables alarm. Don't use it, I'm gonna use this alarm for my advantage. Grab key and go downstairs. On top of ladder is TNT Gel you need. Unlock door to summon here zombies from the street. Go back to balcony and drop on zombie.
Go to back alley. At the end douse another torch. Under gate is blackjack, but it's useless in this mission. Rope up to Inventor's balcony. Inside is key for this house, scroll in safe and some loot. The other door leads to Jacks and it's occupied by many alarmed zombies. Use gas arrow to gas 2 torches and douse outside torch to grab mask on seat. Go outside and close door, so zombies will have no chance to see you. Go to Lab and crate more gas arrows. Also use items you collected to create Shielded Charge. Return to South Gate, move 2 powder kegs on crates, put Shielded Charge on barrel and hide behind wall on the left. Explosion will destroy all crates and barrels blocking the path, destroy zombie on the other side and 2nd alert zombies on both sides (ghost bust #2).
GETTING TO BUNKHOUSE
Game expects you to climb up and use pipes at the top to get to 2nd floor window, but this place is too well lighten and there is 6 zombies below. So I found another way in. Climb ladder, mantle on box and mantle on west roof. From here you can rope down to the back of Bunkhouse. Go around and rope up on higher roof. Go around the whole building and drop on pipes near window from the other side. Inside take Bucket of Water and Shutters key and read book. This will spawn Chest key on woman at the end of pier (which is bullshit, because if you check her body before reading book, she doesn't have any key). Chest inside Bunkhouse will give you 3rd lockpick.
FINAL AREA
Before you take Basso with you through fire you must have at least 12 food items at least 2250 loot and 2 nautical items and other objectives completed. Passage behind you will get blocked. Luckily it doesn't alert anyone. Douse torch on the left and climb on top box. Put Basso down, use moss arrow on metal floor (I only found 1 in Proper Stonemarket), drink invisibility potion, take Basso. Drop on moss and quickly mantle on crates, crouch and drop on street on the other side of blockade. Go to shadow.
Douse torch and 2 fires. Here is area with ship. You must bring Basso to it. The problem is Basso can't stay in water for too long or he will die and bringing him on ship is my 1st objective. Strafe jump over water on thew left. Dodge 4 patrolling zombies and mantle over metal fence. There is 4 standing zombies looking at the ship. They probably get stuck there and lightning moved them forward (when they are stunned they make 4 steps forward). You must jump and mantle on plank. There is good shadow on it. Drop on ship and leave Basso here.
Use ladder to descend to water. Under Pagan House in water is located Chart Compass. Mantle on rock and enter Pagan House. In Bar area should be 2 patrolling zombies. Take loot and Chart Map (one of banners). Go upstairs to grab bread and read book. Go on roof and drop on rock. Shoot rope arrow into Pagan House to descend to water and return to ship. Drop Basso under deck. You will also find there carrot behind crates and diamond on coal. Use plank and wheel to finish this long mission.
STATS:
Time: 2:13:11; Loot: 2816/3933
Pockets Picked: 0/-9 (?); Locks Picked: 6
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 1/4
That's the first, somehow the game counts that in this mission is below zero pickpockets ("-9"). I wonder why.
GHOST: IMPOSSIBLE
Galaer on 20/12/2020 at 21:16
BAFFORDS TOWN HOUSE
Short city mission. Guards have really good hearing and there is a lot of keys. I'm not gonna take too many. Also sometimes dousing torch or opening door can 2nd alert enemies. I have no idea why. But it only happens sometimes. Also guards in Bafford's Manor have ability to turn on light. First 2 guards can patrol starting area and do searching animation, but it's not a bust.
To get to Captain's Office open front door of City Watch, mantle on it and mantle to window. Opening Reception door in City Watch may 2nd alert guards inside. I'm dousing torch near Armory, so prisoners will not alert to me.
In Abernathy is attic. You must shoot rope arrow into wooden beam above well. Also douse 3 torches. If guard is standing near one of them, he will go into search mode. To go to rope you must enter well in starting area. Douse 2 torches and jump to top of ladder (there is shadow). When guards are away slowly descend into water.
To get to rooms on 3rd floor you must have Private Quarters key. Rope up to right part. Also shoot moss arrow into ceiling near door and unlock door from below. When guard is away climb rope and go to library. To get down go behind patroller, turn off light (it will focus him on turning on light), mantle on wooden railing and drop on stairs. To exit manor return to garden. Mantle on torch near door, then on wall and drop on street.
STATS:
Time: 0:39:27; Loot: 2627/2755
Pockets Picked: 1/1; Locks Picked: 11
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 1/1
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 20/12/2020 at 21:18
BEGINNING OF ERA KARATH-DIN
Mission in Lost City. There is a lot of light and torches, but no water arrows. Luckily there is potion shop with invisibility potion, which is needed at the end of mission. There is once again a lot of keys and all of them has no names, but all of them is necessary. City part is mostly peaceful. There are 3 places where I nudge enemy: in house near well, in Coliseum room and in temple near tower I need to nudge woman forward near table with box containing key, so I will manage to escape this room.
After collecting Scepter treebeasts and fire elementals spawn. To escape tower I strafe jump+mantle from window near Scepter to roof of the temple. Then I jump+mantle on gate leading to tower that I left open. Time to return to the start. First pair of fire elementals I avoid by going along left side around temple. Unfortunately for last fire elemental I'm forced to use invisibility potion, because out of nowhere full shadow change into full light even if it's not graphically visible.
STATS:
Time: 0:50:32; Loot: 14329/15064
Pockets Picked: 3/8; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: CHEMICAL SUCCESS
PERFECT GHOST: CHEMICALLY POSSIBLE
Galaer on 20/12/2020 at 21:18
BERTRAND'S FORGOTTEN TOMB
Puzzle mission with haunts. 1st haunt is tricky. You can only dodge him by going behind him and going past him during his turning animation. 2nd haunt room has marble. That's why I used 2 moss arrows (one of them was shot on floor near right torch. I also shot rope arrow into wooden beam close to gargoyles. I jumped on torch, then on gargoyles and on rope. To return down I dropped on edge of marble ledge and dropped on haunt walking on moss. Colorful marble part is also tricky. Luckily haunt only patrols entrance and corridor near it, he doesn't walk closer to sarcophagi and there is shadow in corridor, which you can use to hide.
STATS:
Time: 0:17:38; Loot: 3140/3260
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: SUCCESS
PERFECT GHOST: POSSIBLE
Galaer on 20/12/2020 at 21:19
SETTLING A SCORE
BASEMENT
Never thought I will say it, but in this mission moss arrow is more useful than water arrow. Basement is full of gravel and narrow corridors patrolled by monsters. To get to left room visited by burrick I need to shoot 2 moss arrows, then wait for burrick to enter room with secret passage and run into side room. To return I simply walk behind burrick and hide in corner.
2nd burrick is also tricky. You need to walk behind him and wait for him to leave side room in well visible corner. When he leave hide quickly in shadow leading to side room. Go to storage and use lever. Going right is easier. Just walk behind burrick into shadow near starting room, wait for burrick to enter room leading to gate and hide in dark corner. After burrick will go left go past gate.
Go to shadow near table with food, then go behind zombie and hide in shadow near sarcophagus. When zombie and burrick are away visit lying zombie room. Then you need to walk behind burrick and use 2 moss arrows on path leading to gate. From gate use another 2 moss arrows to get to last alcove (2nd moss arrow shoot into corridor). Hide near sarcophagus with tapestry. Wait for burrick and loot this place. Return to gate and frob control panel through it.
When spider will walk left, go right and grab blue gem on right wall. Return to gate. Further on the right is ring in cell, but it's past small spiders, so I prefer grab it from different side. Right now go left, grab loot and moss arrows from shelves. Then use elevator to 1st floor.
HOUSE
There isn't too much problem until you will go past hidden passage in generator room. There is a lot of marble here. Luckily there are also torches. I doused 4 torches in room with statue and 1 torch in west corridor. Timing stationary guard is easy and in office is light switch. Then go to 2nd floor. And again here is helpful vent. Drop into 1st room and visit 2 rooms for loot. In room with woman I doused fire, so I could hide better in corner. Returning to vent is tricky. You must return to entrance you used to get to this part of house. Mantle on bookcase under entrance to vent, crouch and do crouch jump in order to mantle into vent. It's really tricky and took me few tries. Last room is visited by guard and bronze servant. Since I know code for Vault from my test run I'm gonna use it here instead of running around to get to boxes with numbers in 5 min.
ESCAPE
Near front entrance on 1st floor is entrance to towers. Go to left tower and climb to 2nd floor window. Remember ring in basement I mentioned earlier. It's time to get it. Go to the edge of window, lean to the side and shoot rope arrow into it's wooden part. Then from crouching position jump on rope, turn around and descend to grate. It's another passage to basement past spiders, so getting ring from prison is easy. Return to house and go to window on the other side. To escape I simply dropped on patrolling knight. Then went to starting point.
STATS:
Time: 0:43:54; Loot: 3494/3494
Pockets Picked: 2/-5 (again?); Locks Picked: 3
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/2
GHOST: SUCCESS
PERFECT GHOST: SUCCESS
Galaer on 20/12/2020 at 21:21
SHADOW MOON
FIRST AREA
City mission with bad ending, because ghost busts are accumulated at the very end. At the beginning I'm forced to douse 2 torches and nudge guard in front of door to house with Belltower key. Also from end of shadow near guard in front of portcullis I can strafe jump+mantle on ledge with secret ring. On top of Belltower I mantle on metal railing and drop+mantle on statue above start. There is another secret ring. To get out I mantled on another statue and roped up to balcony. Use metal beams and at the end leave open metal door. That's very important for escape. Then I went to building with generator. There is floating coin stack for which I need rope arrow. After taking it I jumped to ladder. Next I went closer to area above portcullis, on metal edge, shot rope arrow into wooden part and strafe jumped to it. I mantled on wall above portcullis.
SECOND AREA
Go around building to another building with generator. First ladder leads to storage with 2 purple boxes with 20 loot in each (together - 40), but in order to get it I need to blow up metal door. For this ghost run I skip this loot. To get coin stack near food I must douse fire near it. After going through Warehouse I'm forced to leave rope arrow in wooden beam. Right before abandoned house is long pipe. For escape you must from it shoot rope arrow into the highest point of NE wooden pillar of the opposite house. This is the only way to avoid alert from archers that will spawn later.
HAUNTED GROUNDS
In abandoned house when you are floor above ghost, you need to shoot rope arrow, so that you will later climb to this floor. Then drop on ghost and quickly go behind him to dodge him from the left. Again go behind him to drop to lower floor, dodge him from left, crouch and drop on little ledge above door. You will bounce out of it and this way you will avoid fall damage. Go to Cathedral.
In Cathedral go to central room to chest above entrance. From it you need to shoot couple of rope arrows into wooden roof leading to metal beam you used to enter central room. And you need to use this route, because after grabbing Horn of Shadows new haunt will block normal way there. My route leads to ledge above door. From there you can drop back on metal beam.
In Basement I skipped urns for now, because I had thought that taking them may spawn haunt in Basement area. But no, he will spawn after taking horn anyway. But first you will get spotted by 3 zombies (ghost bust #1). Then is haunt in front of door. I shot arrow into corner of my room, so haunt could open and I could sneak behind him. Still that's a ghost bust #2. To my surprise haunt from central room and in room leading to metal beam didn't spawn. I have no idea what trigger them to appear. So I could use regular route. In front of exit is another haunt that I could ghost, by walking very slowly around him. In abandoned house I roped to ghost, went behind him to the end, then again went behind him, but this time I climbed on rope to higher floor.
ESCAPE
To my surprise archer near abandoned house and archer in front of Warehouse entrance didn't spawn. I have no idea why, but archer near guy using telescope spawned and he observes entrance to the house. And 2 archers spawned in front of portcullis. So I'm still forced to use my route anyway. Descend to pipe. Earlier I shot rope arrow into NE wooden pillar of opposite building. Time to go to it. Jump and mantle on metal fence, then jump to rope and climb to the very top (metal part shouldn't stop you, because you shot rope arrow from far away). Then jump+mantle on roof on the right. Return to 1st area.
You don't have too many options here. You must jump+mantle on ledge below. Then rope up to wooden terrace with plants. I hope you left metal door open, because now you must strafe jump+mantle to it. Drop on metal beam and from here you can go above starting point. Mission will end.
STATS:
Time: 0:44:17; Loot: 1240/1280
Pockets Picked: 2/3; Locks Picked: 9
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 5/5
GHOST: IMPOSSIBLE
Galaer on 20/12/2020 at 21:22
SHADOW PLANS
MISSION 1 - MEETING
Another Ricebug campaign that shows name only via saves. Mission is short an easy. Unfortunately it's impossible to ghost frogbeast at the beginning (ghost bust #1). And I'm forced to skip nugget in front of treebeasts in garden, because it brings them to life and there is too much light near nugget to avoid being spotted.
STATS:
Time: 0:14:13; Loot: 2465/2565
Pockets Picked: 1/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/3
GHOST: IMPOSSIBLE
MISSION 2 - SECRETS
City mission. City is quite big, but mostly friendly and there isn't too much to do here. The biggest problem is dodging priestess in house with map, because she can randomly turn around. Also I take invisibility potion from her house. There is torc that can be brought through banner. In Lord Gregory's Mansion I need to wait for maid to go to Dining Room and run in front of 2 guards. Also I skip safe with 1000 loot, because there is guard in front of it and I will need to use invisibility potion later.
Hangar is the last place. First I mossed box and floor of flying machine. I also used 4 switches and right lever. Then I jumped out of machine and went to open roof door. This trigger alarm (ghost bust #1). I used invisibility potion to return to flying machine and used left lever to finish this mission. At least that's what should happen. Unfortunately mission didn't end, so I was forced to use cheat to skip it.
STATS:
Time: 0:24:31; Loot: 2435/3690
Pockets Picked: 4/10; Locks Picked: 6
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 2/2
GHOST: IMPOSSIBLE
Galaer on 27/12/2020 at 12:02
SHADOWS IN OUR BLOOD
There is lots of patrollers in this mission. In Sewers it's impossible to ghost 2 spiders near ladder (ghost bust #1). In order to open passage to Mechanists Area you must leave secret passage from Training Room to Captain's Room open. 1st floor is tricky, because you need to go to Library and you are forced to time 3 patrollers and watcher. Also patroller walking under watcher must go left. It's tricky.
Mechanists Area is even harder. Lots of patrollers walking along walls in both directions. After getting Armory key and 4 Reza's notes I'm going to Armory. Since I know code I'm gonna open safe without getting code (which you get by throwing scouting orb in Cafeteria). There is even more Mechanists in their area. The good thing about it is 1 of patrollers blocks others and they make bigger group that way. Bad thing is you can't hide under wall and let them past near you. They will spot you. There are some bolt cutters shenanigans to cut barbed wire and get to Torture Lab. Since I cut this wire by using item instead of weapon, I think I can excuse that for ghost.
Unfortunately I can't enter Torture Lab just yet, I need to nudge left guard from Control Room. Then I needed to moss floor in Torture Lab and quickly enter it and go under shelf. This gave me Poison, which I needed first activated in bright room. Unfortunately I'm forced to use Poison to kill executioner, this also will alert 2 Mechanists in nearby room and at least 1 patroller (ghost bust #2). Next is just escape and another alert from spiders in Sewers (ghost bust #3).
STATS:
Time: 0:48:06; Loot: 1882/1967
Pockets Picked: 7/6; Locks Picked: 4
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
GHOST: IMPOSSIBLE
Galaer on 27/12/2020 at 12:04
THE SKYGEM CONNECTION
MISSION 1 - REST AND RELAXATION
This is just one conversation.
STATS:
Time: 0:02:10; Loot: 0/0
Pockets Picked: 0/0; Locks Picked: 0
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 0/0
SUPREME GHOST: SUCCESS
MISSION 2 - THE SKYGEM CONNECTION
KEEPERS
This mission is very tough, because enemies (especially Keepers) are very sensitive. Walking in light will usually 2nd alert them even if they look the other way. Seriously, they have eyes in the back of their heads. That's why I bought 1 invisibility potion and 18 water arrows. Unfortunately they have also very good hearing, so dousing torches when they are nearby, will always 2nd alert them. You can even get spotted if Keeper will walk near you while you are in good shadow. So stealing purses is very tricky. Also they can alert to loud shot of rope arrow into wood. This means that 1st part of mission is especially difficult.
BEGINNING
At the beginning wait 2 min, because for some reason 2 Keepers from conversation are more sensitive than normally. Also if you save/load after conversation too fast, 2nd Keeper may stop moving before usual stop in his guard post. Dodging 1st Keeper is tricky, wait for him to move away and quickly crouch walk through door. In this place you will be forced to crouch walk a lot.
There is no way to go past Keeper from nearby guard post. You must nudge him into nearby corner. Despite their sensitivity it's possible. It's tricky, because he can spot you after turning. At least there is good shadow here and if you back off quickly, you can avoid alert. In 2nd room is medallion.
Patroller has purse and you can get it by leaning from doorway leading to 2nd floor when Keeper is leaving kitchen. In kitchen are 2 water arrows and moss arrow is located in storage. I wanted to douse torches in garden, but Keeper 2nd alert to that. There is also room with 4 statuettes, but that's easy to ghost. In left corridor is Training Room with 2 rope arrows and 5 water arrows. I doused torch above entrance to Tests Area and also took candlestick. Thanks to shadow I could safely unlock door to Tests Area.
TESTS AREA
Stealth Test isn't hard. Left archer has a purse and the only way to get it is by roping up to lower side of his balcony. Again archer can alert to loud shot into wood. Sneak to corridor and go along right wall. Otherwise you can get spotted by archer. Locks Area is easy - just unlock doors and crouch walk through this area. There is only 1 patroller and he can hear you running on wooden floor. There is rope arrow behind statue. Get key from chest in right area. Climb up and go to shooting gallery. You can just mantle over metal railing and frob switch.
Final Area is also easy. Above entrance is golden hammer. Only 1 patroller with Marcus' key (that's the main reason we are in Tests Area). Lean for it from shadow. Then go to last room, activate torch switch and go to exit for medallion. You are in garden. Wait for Keeper to turn away and walk along left wall, lean to open door and wait for Keeper to turn towards secret passage. Run quickly to door, crouch on wooden steps and enter building.
This time we are going to 2nd floor (entrance located near kitchen). Only 1 patroller and he walks all the way to main entrance. In 1st room hand mirror is loot, in 3rd is chest, in 4th are glasses and Archives key in purple box, in last room is moss arrow in chest. Go to Archives located near Tests Area.
ARCHIVES
There will be conversation. Behind right statue is water arrow. Avoid middle trap and enter Archives. Go along left side to SW corner. You can't use stairs, because exit is too well lighten and archer will spot you. Also stairs can be visited by patroller and there is no safe spot there. You must slide down on floor. Secret invisibility potion is impossible to grab, because archer 2nd alerts to sound of wall sliding. So go along west side. On north bookcase is purple book, which is also a loot. Use book switch to open wall behind banner. Unfortunately you must cut it to progress (ghost bust #1). Use rock on wall to cover pit. Near bones is purse. Go slowly to passage, so you will trigger trap without getting hurt. Go to last room and read book. Listen to conversation and descend to cave.
CAVE
There is light beast patrolling this area. It's easy to avoid. Also disable light mushrooms on the way. Go to south water and swim to tomb. Enemies are less sensitive, so you can douse torches and braziers from now on. Near right bones is purse. Inside left sarcophagus is necklace and in last room on the right is chest. Climb up to get gas arrow and use this path to return to cave.
Go north. You will notice spider. It alerts to light beast and can even run after it, which actually helped to progress. At the bottom of spider pit on left side is nugget. Pit is well lighten, but spiders are a bit blind, so I had no problem to get this loot. Jump from vine to vine to other side of pit.
TEMPLE
Near ladder is Sara's Doll, which gives non-optional objective if you grab it. I decided to ignore it, because Sara is located in basement of temple, which is a prison. Problem is that there is running Mechanist going from prison guard post to 1st floor guard post 2nd alerting everyone he meets and prison is narrow and well lighten. There are also turning guards, but because of him they all go into search mode. As for running guard, he alerts to light beasts in cage. Also because I'm skipping prison, I'm also skipping crystal from crate worth 25.
Go up and douse torches near main entrance and above it for later. Go behind temple and dive into river. South tunnel leads to secret chest, north tunnel leads to 2nd floor of temple. Here I douse every gas torch I see. Go to last door on this floor. In office is goblet and switch near desk. Use elevator to ride up. Shoot moss arrow into switch on opposite wall. It disable gas trap. Take 6 masks and goblet. Because I know code I'm gonna use it to enter bedroom. There is urn and chest. Switch near desk will reveal 2 statuettes. Return to 1st room on 2nd floor, mantle on metal railing and drop down. Use nearby door to exit temple and return to hollow tree to end this mission.
STATS:
Time: 0:59:25; Loot: 2160/2185
Pockets Picked: 5/9; Locks Picked: 9
Back Stabs: 0; Knock Outs: 0
Damage Dealt: 0; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Iron Beasts Destroyed: 0; Disabled: 0
Secrets: 1/2
GHOST: IMPOSSIBLE